2 * fixed bug with CE action "move player" always resulting in player 4
3 if there was a CE action with no trigger player (because the player
4 element was calculated by using log_2() from trigger player bits with
5 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
6 triggering player bit mask and handling all players in "move player"
9 * fixed broken editor copy and paste for custom elements between levels
12 * title messages are now also searched in graphics artwork directory;
13 those found in graphics directory have precendence over those found
14 in level directory -- this handles title messages stored in graphics
15 directories as part of the artwork set, just like title images; this
16 makes sense, as corresponding special font definitions for messages
17 are usually defined in the same graphics artwork directory, and also
18 because title images and title messages that are combined in a level
19 set introduction should usually not be separated when the level set
20 is used with a different artwork set (e.g. using "override graphics")
21 * fixed problem with door borders on main screen by first drawing doors
22 and then the corresponding border masks, but not vice versa
23 * fixed problem with artwork config entries using the value "[DEFAULT]";
24 this does not what one might expect, but sets the value to an invalid
25 value -- solution: simply ignore such entries, which results in this
26 value keeping its previous (real) default value (in general, entries
27 that should use their default value should just not be defined here)
28 * fixed problem with wrong fading area size from main menu to setup menu
31 * fixed problem with broken crumbled graphics after level set changes
32 when using R'n'D custom artwork with level sets using the EMC engine
35 * fixed invisible "joysticks deactivated ..." text on setup input screen
38 * added use of hashes created from static lists (element tokens, image
39 config, font tokens) to speed up lookup of configuration parameters
40 * fixed bug where element and graphic config token lookup was mixed up
43 * added "busy" animation when initializing program and loading artwork
44 * added initialization profiling for program startup (debugging only)
47 * fixed(?) very strange bug apparently triggered by memset() when code
48 was cross-compiled with MinGW cross-compiler for Windows XP platform
49 (this only happened when using SDL.dll also self-compiled with MinGW)
52 * added graphics engine directive "border.draw_masked_when_fading" that
53 enables/disables drawing of border mask over screen that is just faded
56 * fixed small problem with separate fading definition for game screen
59 * added additional configuration directives for setup screen draw offset
60 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
61 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
62 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
63 used to define draw offset on custom artwork selection screens and
64 "CHOOSE_OTHER" is used on all other list style selection screens, like
65 choosing game speed or screen mode for fullscreen mode)
66 * added additional configuration directives to define main menu buttons:
67 - menu.button_name and menu.button_name.active
68 - menu.button_levels and menu.button_levels.active
69 - menu.button_scores and menu.button_scores.active
70 - menu.button_editor and menu.button_editor.active
71 - menu.button_info and menu.button_info.active
72 - menu.button_game and menu.button_game.active
73 - menu.button_setup and menu.button_setup.active
74 - menu.button_quit and menu.button_quit.active
75 * added eight pure decoration graphic definitions for the game panel
78 * added support for accessing native Diamond Caves II level packages
79 * fixed displaying of game panel values for Emerald Mine game engine
80 * fixed displaying end-of-level time and score values on new game panel
83 * added game panel control to display arbitrary elements on game panel
84 * added game panel control to display custom element score (globally
85 unique for identical custom elements) either as value or as element
86 * added ".draw_masked" and ".draw_order" to game panel control drawing
89 * fixed some general bugs with handling of ".active" elements and fonts
92 * cleanup of game panel elements (some elements were not really needed)
93 * added displaying of gravity state (on/off) as new game panel control
94 * added animation for game panel elements (similar to game elements)
97 * added new pseudo game mode "PANEL" to define panel fonts and graphics
98 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
99 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
100 (else graphics would have to use ".PLAYING", which would be confusing)
101 * fixed bug when fading out to game screen with border mask defined
104 * added attribute ".tile_size" for element style game panel controls
107 * added <space> key as additional valid key to use for confirm requester
110 * improved menu fading, adding separate fading definitions for entering
111 and leaving a "content" screen (in general), and optional definitions
112 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
115 * added (currently invisible) setup option to define scroll delay value
116 * fixed small bug in priority handling when auto-detecting level start
117 position in levels without player element (but player from CE etc.)
118 * added option "game.forced_scroll_delay_value" to override user choice
119 of scroll delay value for certain level sets with "graphicsinfo.conf"
120 * replaced setup option "scroll delay: on/off" by new setup option that
121 directly allows selecting the desired scroll delay value from 0 to 8
124 * added displaying of most game panel control elements (not animated)
127 * added new configuration directives to display additional game engine
128 values on the game control panel, like the following examples:
129 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
130 - game.panel.penguins - number of penguins to rescue
131 - game.panel.level_name - level name of current level
134 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
137 * added new player option "no centering when relocating" for "invisible"
138 teleportations to level areas that look exactly the same, giving the
139 illusion that the player did not relocate at all (this was the default
140 since 3.2.3, but caused visual problems with room creation in "Zelda")
141 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
144 * improved menu fading, adding separate fading definitions for entering
145 and leaving a menu and for fading between menu and "content" screens
146 * fixed small bug with recognizing also ".font_xyz" style definitions
149 * improved menu fading, adding separate fading definitions for fading
150 between menu screens and fading between menu and "destination" screens
153 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
154 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
155 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
156 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
158 * improved title fading, allowing fading animation types "none", "fade"
159 and "crossfade" (including cross-fading of last title to main menu)
162 * added configurability of graphics, sounds and music for title screens,
163 which are separated into initial title screens (only shown once at
164 program startup) and title screens shown for a given level set; these
165 title screens can be composed of up to five title images and up to
166 five title text messages (each drawn using an optional background
167 image), also using background music and/or sounds; aspects like
168 background images, sounds and music of title screens can either be
169 defined generally (valid for all title screens) or specifically (and
170 therefore differently for each title screen) using these directives:
172 to define a background image, sound or music file for all screens:
173 - background.TITLE_INITIAL (for all title screens for game startup)
174 - background.TITLE (for all title screens for level sets)
176 to define a background image, sound or music file for a single screen:
177 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
178 - background.titlescreen_x (with x in 1,2,3,4,5)
179 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
180 - background.titlemessage_x (with x in 1,2,3,4,5)
182 to define the title screen images:
183 - titlescreen_initial_x (with x in 1,2,3,4,5)
184 - titlescreen_x (with x in 1,2,3,4,5)
186 to define the title text messages, place text files into the level set
187 directory that have the following file names:
188 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
189 - titlemessage_x.txt (with x in 1,2,3,4,5)
191 to define the properties of the text messages, either use directives
192 that affect all text messages:
193 - [titlemessage_initial].<suffix>
194 - [titlemessage].<suffix>
195 or use directives that affect single text messages:
196 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
197 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
199 valid values for <suffix> are the same as for readme.<suffix> below;
200 use ".sort_priority" (default: 0) to define an arbitrary order for
201 title images and title messages (which can therefore be mixed)
204 * added full configurability of "readme.txt" screen appearance:
205 - readme.x: <left position used with alignment>
206 - readme.y: <top position>
207 - readme.width: <maximim text width in pixels>
208 - readme.height: <maximum text height in pixels>
209 - readme.chars: <maximum number of chars per line>
210 - readme.lines: <maximum number of lines displayed>
211 - readme.align: left,center,right (default: center)
212 - readme.top: top,middle,bottom (default: top)
213 - readme.font: font name
214 - readme.autowrap: true,false (default: true)
215 - readme.centered: true,false (default: false)
216 - readme.parse_comments: true,false (default: true)
217 - readme.sort_priority: (not used here, but only for title screens)
218 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
219 default), they are automatically determined from "readme.width" and
220 "readme.height" accordingly; when they are not "-1", they have
221 precedence over "readme.width" and "readme.height"
222 * added internal ad-hoc config settings for displaying text files like
223 title messages or "readme.txt" style level set info files:
224 - .font: font name (default: readme.font)
225 - .autowrap: true,false (default: readme.autowrap)
226 - .centered: true,false (default: readme.centered)
227 - .parse_comments: true,false (default: readme.parse_comments)
228 (the leading '.' and the separating ':' are mandatory here); to use
229 these ad-hoc settings, they have to be written inside a comment, like
230 "# .autowrap: false" or "# .centered: true"; these settings then
231 override the above global settings (they can even be used more than
232 once, like "# .centered: true", then some text that should be drawn
233 centered, then "# .centered: false" to go back to non-centered text;
234 important note: after using "# .parse_comments: false", or when using
235 "readme.parse_comments: false", detecting and parsing comments inside
236 the file is disabled and comments are just printed like normal text;
237 also be aware that all automatic text size calculations are done with
238 the font defined in "readme.font", while using different fonts using
239 "# .font: <font>" inside the text file may cause unexpected results
242 * changed some numerical limits in the level editor from 255 to 999
245 * added option "system.sdl_videodriver" to select SDL video driver
246 * added output of SDL video and audio driver to "version info" page
249 * added group element drawing to IntelliDraw drawing functions
250 * fixed animation resetting problem again (last try broke Snake Bite)
251 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
254 * added new (special) "include: <filename>" directive that works in all
255 configuration files (like "graphicsinfo.conf") and that has the same
256 effect as if that directive would be replaced with the content of the
257 specified file (this can be useful to split large configuration files
258 into several smaller ones and include them from one main file, or to
259 store configuration settings that always stay the same into a separate
260 file, while including it and only add those parts that really change)
263 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
266 * fixed bug in "InitMovingField()" where treating an integer array as
267 boolean caused wrong resetting of animations while elements are moving
268 * fixed problem with resetting animations when starting element change
271 * added sort priority for order of title screens and title messages
274 * changed end of game again: do not wait for the user to press a key
275 anymore, but directly ask/confirm tape saving and go to hall of fame
276 * re-enabled quitting of lost game by pressing space or return again
277 * added blanking of mouse pointer when displaying title screens
278 * added remaining menu draw offset definitions for info sub-screens
281 * added setup option to select game speed (from very slow to very fast)
282 * improved handling of title text messages (initial and for level set)
285 * added new options "auto-wrap" and "centered" for DC2 style envelopes
288 * fixed displaying and typing of player name when it is centered
289 * added special characters to be allowed for player name (not only A-Z)
292 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
293 (newer versions of the SDL library seem to not like this anymore)
296 * added code for configuration directives for control of game panel
299 * fixed small cosmetical bug with underlining property tabs in editor
302 * fixed small drawing bug in X11FadeRectangle
303 * added new elements for newly supported Diamond Caves II levels:
304 - EM/DC style exits that disappear after passing
305 - white key and gate (one white key needed for each white gate)
306 - fake gate (there is no key to open/pass this kind of gate!)
307 - extended magic wall which also handles pearls and crystals
311 * changed maximum value for endless loop detection to a higher value
312 (some levels really used very deep recursion without being endless)
315 * added new elements for newly supported Diamond Caves II levels:
316 - growing steel walls
317 - snappable land mine
320 * added new elements for newly supported Diamond Caves II levels:
321 - steel text elements
324 * added level file loader for native Diamond Caves II levels
327 * version number set to 3.2.4
330 * version 3.2.3 released
333 * fixed malloc/free bug when updating EMC artwork entries in level list
334 * added workaround (warning and request to quit the current game) when
335 changing elements cause endless recursion loop (which would otherwise
336 freeze the game, causing a crash-like program exit on some systems)
339 * fixed nasty string overflow bug when entering too long envelope text
342 * added feedback sounds for menu navigation "menu.item.activating" and
343 "menu.item.selecting" (for highlighting and executing menu entries)
346 * improved "no scrolling when relocating" to also consider scroll delay
347 (meaning that the player is not automatically centered in this case;
348 this makes it possible to "invisibly" relocate the player to a region
349 of the level playfield which looks the same as the old level region)
350 * fixed bug with not recognizing "main.input.name.align" when active
353 * fixed bug with displaying masked borders over title screens when
354 screen fading is disabled
357 * fixed infinite loop / crash bug when killing the player while having
358 a CE with the setting "kill player X when explosion of <player X>"
359 * added special editor graphic for "char_space" to distinguish it from
360 "empty_space" when editing a level (in-game graphics still the same)
363 * fixed nasty bug with initialization only done for the first player
366 * small change to handle loading empty element/content list micro chunks
369 * uploaded pre-release (test) version 3.2.3-0 binary and source code
372 * some optimizations on startup speed by reducing initial text output
375 * added caching of custom artwork information for faster startup times
378 * fixed graphical bug when using fewer menu entries on level selection
379 screen than usual (with "menu.list_size.LEVELS" directive)
380 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
381 the backbuffer to the backbuffer by error (with identical rectangle)
384 * fixed bug when displaying titlescreen with size less than element tile
385 * fixed bug that caused elements with "change when digging <e>" event
386 to change for _every_ digged element, not only those specified in <e>
387 * fixed bug that caused impact style collision when dropping element one
388 tile over the player that can both fall down and smash players
389 * fixed bug that caused impact style collision when element changed to
390 falling/smashing element over the player immediately after movement
393 * fixed bug that allowed making engine snapshots from the level editor
396 * fixed bugs with player name and current level positions on main screen
399 * added configuration directives for control of title screens:
400 - "title.fade_delay" for fading time
401 - "title.post_delay" for pause between screens (when not crossfading)
402 - "title.auto_delay" to automatically continue after some time
403 these settings can each be overridden by specifying them with titles:
404 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
405 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
406 fading mode can also be specified:
407 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
408 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
409 default is using normal fading for menues and initial title screens,
410 while using cross-fading for level set title screens
411 * fixed bug with background not drawn in Hall of Fame after game was won
414 * added configuration directives for the remaining main menu items
417 * added additional configuration directives for info screen draw offset:
418 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
419 * added additional configuration directives for preview info text
420 * limited mouse wheel sensitive screen area to scrollable screen area
423 * added highlighted menu text entries to menu navigation when selected
426 * fixed bug that prevented player from correctly being created in the
427 top left corner by a custom element change in a level without player
428 * fixed bug that prevented player from being killed when indestructible,
429 non-walkable element is placed on player position by extended change
430 * added configurable menu button, text and input positions to main menu
433 * added page fading effects for remaining info sub-screens
434 * fixed small bug that caused some delays when answering door request
437 * added directives "border.draw_masked.*" for menu/playfield area and
438 door areas to display overlapping/masked borders from "global.border"
441 * fixed bug with CE with move speed "not moving" not being animated
442 * when changing player artwork by CE action, reset animation frame
445 * fixed bug with not unmapping main menu screen gadgets on other screens
446 * fixed bug with un-pausing a paused game by releasing still pressed key
447 * fixed bug with not redrawing screen when toggling to/from fullscreen
448 mode while fast reloading tape (without redrawing playfield contents)
449 * fixed bug with quick-saving tape snapshot despite answering with "no"
452 * version number set to 3.2.3
455 * version 3.2.2 released
458 * fixed bug with redrawing screen in fullscreen mode after quick tape
459 reloading when using the EMC game engine
460 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
463 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
466 * added engine snapshot functionality for instant tape reloading (this
467 only works for the last tape saved using "quick save", and does not
468 work across program restarts, because it completely works in memory)
471 * version number set to 3.2.2
474 * version 3.2.1 released
477 * fixed nasty bugs with handling error message file on Mac OS X systems
480 * general code cleanup (removing many annoying "#if 0" blocks etc.)
483 * fixed bug that caused broken tapes when manually appending to tapes
484 using the "pause before death" functionality, followed by recording
485 * added setup option to disable fading of screens for faster testing
488 * code cleanup of new fading functions
491 * changed behaviour after solved game -- do not immediately stop engine
492 * added some more smooth screen fadings (game start, hall of fame etc.)
495 * fixed bug with displaying pushed CE with value/score/delay anim_mode
498 * added configurable level preview position, tile size and dimensions
499 * added configurable game panel value positions (gems, time, score etc.)
502 * fixed small bug with time displayed incorrectly when collecting CEs
505 * fixed bug with bumpy scrolling with EM engine in double player mode
508 * added compatibility code to fix "Snake Bite" style levels that were
509 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
512 * fixed bug with scrollbars inside editor when using the Windows mouse
513 enhancement tool "True X-Mouse" (which injects key events to the event
514 queue to insert selected stuff into the Windows clipboard, which gets
515 confused with the "Insert" key for jumping to the last editor cascade
516 block in the element list)
517 * added Rocks'n'Diamonds icon for use as window icon to SDL version
518 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
521 * added selection of preferred fullscreen mode to setup / graphics menu
522 (useful if default mode 800 x 600 does not match screen aspect ratio)
525 * improved down-scaling of images for better editor and preview graphics
526 * changed user data directory for Mac OS X from Unix style to new place
529 * improved level number selection in main menu and player selection in
530 setup menu (input devices section) by using standard button gadgets
531 * added support for mouse scroll wheel (caused buggy behaviour before)
532 * added support for scrolling horizontal scrollbars with mouse wheel by
533 holding "Shift" key pressed while scrolling the wheel
534 * added support for single step mouse wheel scrolling by holding "Alt"
535 key pressed while scrolling the wheel (can be combined with "Shift")
536 * changed output file "stderr.txt" on Windows platform now always to be
537 created in the R'n'D sub-directory of the personal documents directory
538 * added Windows message box to direct to "stderr.txt" after error aborts
541 * improved general scrollbar handling (when jump-scrolling scrollbars)
544 * changed scrollbars to always show last line as first after scrolling
545 (that means jumping n - 1 screen lines instead of n screen lines)
548 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
549 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
550 * fixed special handling of vertically stacked acid becoming fake acid
553 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
554 affect multiple instances of the same CE, although this kind of
555 change condition usually only affects one single custom element
558 * version number set to 3.2.1
561 * version 3.2.0 released
564 * reorganized level editor element list a bit to match engines better
567 * fixed newly introduced bug with wrongly initializing clipboard element
570 * fixed bug with displaying visible/invisible level border in editor
573 * reorganized some elements in the level editor element list
576 * fixed bug with displaying any player as "yellow" when moving into acid
577 * fixed bug with displaying running player when player stopped at border
580 * fixed bug with player exploding when moving into acid
581 * fixed bug with level settings being reset in editor and when playing
582 (some compatibility settings being set not only after level loading)
583 * fixed crash bug when number of custom graphic frames was set to zero
584 * fixed bug with teleporting player on walkable tile not working anymore
585 * added partial compatibility support for pre-release-only "CONF" chunk
586 (to make Alan Bond's "color cycle" demo work again :-) )
589 * fixed some bugs when displaying title screens from info screen menu
590 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
593 * changed file major version to 3 to reflect level file format changes
594 * uploaded pre-release (test) version 3.2.0-8 binary and source code
597 * added new chunk "NAME" to level file format for level name settings
598 * added new chunk "NOTE" to level file format for envelope settings
599 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
600 * updated magic(5) file to recognize changed and new level file chunks
601 * removed change events "change when CE value/score changes" as unneeded
604 * changed gravity (which only affects the player) from level property
605 to player property (only makes a difference in multi-player levels)
606 * added change events "change when CE value/score changes"
607 * added change events "change when CE value/score changes of <element>"
610 * added new chunk "INFO" to level file format for global level settings
611 * added all element settings from "HEAD" chunk to "CONF" chunk
612 * added all global level settings from "HEAD" chunk to "INFO" chunk
615 * changed level file format by adding two new chunks "CUSX" (for custom
616 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
617 elements, replacing the previous "GRP1" chunk); these new IFF style
618 chunks use the new and flexible "micro chunks inside chunks" technique
619 already used with the new "CONF" chunk (for normal element properties)
620 which makes it possible to easily extend the existing level format
621 (instead of using fixed-length chunks like before, which are either
622 too big due to reserved bytes for future use, or too small when those
623 reserved bytes have all been used and even more data should be stored,
624 requiring the replacement by new and larger chunks just like it went
625 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
628 * added credits pages to the "credits" section that were really missing
629 * added some missing element descriptions to the level editor
630 * added down position of switchgate switch to the level editor
631 and allowed the use of both switch positions at the same time
632 * changed use of "Insert" and "Delete" keys to navigate element list in
633 level editor to start of previous or next cascading block of elements
636 * added the possibility to view the title screen to the info screen menu
637 * fixed some minor bugs with viewing title screens
640 * fixed bug with title (cross)fading in/out when using fullscreen mode
643 * fixed bug that forced re-defining of menu settings in local graphics
644 config file which are already defined in existing base config file
645 * fixed small bug that caused door sounds playing when music is enabled
648 * added the possibility to define up to five title screens for each
649 level set that are displayed after loading using (cross)fading in/out
650 (this was added to display the various start images of the EMC sets)
653 * added "CE score gets zero [of]" to custom element trigger conditions
654 * added setup option to display element token name in level editor
657 * added compatibility code for Juergen Bonhagen's menu artwork settings
660 * fixed bug with displaying wrong animation frame 0 after CE changes
661 * fixed bug with creating invisible elements when light switch is on
664 * added selection between ECS and AGA graphics for EMC levels to setup
667 * adjusted font handling for various narrow EMC style fonts
670 * changed EM engine behaviour back to re-allow initial rolling springs
673 * fixed handling of over-large selectboxes (less error-prone now)
674 * fixed bug when creating GE with walkable element under the player
677 * added use of "Insert" and "Delete" keys to navigate element list in
678 level editor to start of custom elements or start of group elements
679 * added virtual elements to access CE value and CE score of elements:
680 - "CE value of triggering element"
681 - "CE score of triggering element"
682 - "CE value of current element"
683 - "CE score of current element"
686 * fixed "grass" to "sand" in older EM levels (up to file version V4)
689 * changed behaviour of network games with internal errors (because of
690 different client frame counters) from immediately terminating R'n'D
691 to displaying an error message requester and stopping only the game
692 (also to prevent impression of crashes under non command-line runs)
693 * fixed playing network games with the EMC engine (did not work before)
694 * fixed bug with not scrolling the screen in multi-player mode with the
695 focus on player 1 when all players are moving in different directions
696 * fixed bug with keeping pointer to gadget even after its deallocation
697 * fixed bug with allowing "focus on all players" in network games
698 * fixed bug with player focus when playing tapes from network games
701 * uploaded pre-release (test) version 3.2.0-7 binary and source code
704 * code cleanup for game action control for R'n'D and EMC game engine
707 * fixed bug in multi-player movement with focus on both players
708 * added option to control only the focussed player with all input
711 * added player focus switching to level tape recording and re-playing
714 * fixed some bugs in player focus switching in EMC and RND game engine
717 * added special Supaplex animations for Murphy digging and snapping
718 * added special Supaplex animations for Murphy being bored and sleeping
721 * added four new yam yams with explicit start direction for EMC engine
722 * fixed bug in src/libgame/text.c with printing text outside the window
725 * fixed small bug in EMC level loader (copyright sign in EM II levels)
728 * added delayed ignition of EM style dynamite when used in R'n'D engine
729 * added limited movement range to EMC engine when focus on all players
732 * fixed bug with missing (zero) score values for native Supaplex levels
735 * added "continuous snapping" (snapping many elements while holding the
736 snap key pressed, without releasing the snap key after each element)
737 as a new player setting for more compatibility with the classic games
740 * finished scrolling for "focus on all players" in EMC graphics engine
743 * level sets with "levels: 0" are ignored for levels, but not artwork
744 * fixed bug when scanning empty level group directories (endless loop)
747 * fixed bug with explosion graphic for player using "Murphy" graphic
748 * fixed bug with explosion graphic if player leaves explosion in time
749 * changed some descriptive text in setup menu to use medium-width font
750 * added key shortcut settings for switching player focus to setup menu
753 * fixed bug with random value initialization when recording tapes
754 * fixed bug with playing single player tapes when team mode activated
757 * fixed little bug when trying to switch to player that does not exist
760 * added player switching (visual and quick) to R'n'D and EM game engine
761 * added setup option to select visual or quick in-game player switching
764 * added use of "Home" and "End" keys to handle element list in editor
767 * fixed bug with adding score when playing tape with EMC game engine
768 * added steel wall border for levels using EMC engine without border
769 * finally fixed delayed scrolling in EMC engine also for small levels
772 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
775 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
776 * fixed bug when displaying info element without action, but direction
779 * fixed minor graphical problems with springs smashing and slurping
780 (when using R'n'D style graphics instead of EMC style graphics)
783 * added scroll delay (as configured in setup) to EMC graphics engine
786 * improved screen redraw for EMC graphics engine (faster and smoother)
787 * when not scrolling, do not redraw the whole playfield if not needed
790 * added multi-player mode for EMC game engine (with up to four players)
793 * added android (can clone elements) from EMC engine to R'n'D engine
796 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
799 * added selectbox for initial player speed to player settings in editor
802 * version 3.1.2 created that is basically version 3.1.1, but with a
803 major bug fixed that prevented editing your own private levels
804 * version 3.1.2 released
807 * added magic ball (creates elements) from EMC engine to R'n'D engine
810 * uploaded fixed pre-release version 3.2.0-6 binary and source code
813 * fixed bug when using "CE can leave behind <trigger element>"
814 * added new change condition "(after/when) creation of <element>"
815 * added new change condition "(after/when) digging <element>"
816 * fixed bug accessing invalid gadget that caused crashes under Windows
817 * deactivated new possibility for multiple CE changes per frame
820 * uploaded pre-release (test) version 3.2.0-6 binary and source code
823 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
824 * fixed bug with not keeping CE value for moving CEs with only action
825 * changed CE action selectboxes in editor to be only reset when needed
828 * added option "use artwork from element" for custom player artwork
829 * added option "use explosion from element" for player explosions
832 * added cascaded element lists in the level editor
833 * added persistence for cascaded element lists by "editorcascade.conf"
834 * added dynamic element list with all elements used in current level
835 * added possibility for multiple CE changes per frame (experimental)
838 * uploaded pre-release (test) version 3.2.0-5 binary and source code
841 * changed "score for each 10 seconds/steps left" to "1 second/step"
842 * added own score for collecting "extra time" instead of sharing it
843 * added change events "switched by player" and "player switches <e>"
844 * added change events "snapped by player" and "player snaps <e>"
845 * added "set player artwork: <element choice>" to CE action options
846 * added change event "move of <element>"
849 * added "set player shield: off / normal / deadly" to CE action options
850 * added new player option "use level start element" in level editor
851 to set the correct focus at level start to elements from which the
852 player is created later (this did not work before for cascaded CE
853 changes resulting in creation of the player; it is now also possible
854 to create the player from a yam yam which is smashed at level start)
857 * added "set player speed: frozen (not moving)" to CE action options
858 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
861 * added new player option "block snap field" (enabled by default) to
862 make it possible to show a snapping animation like in Emerald Mine
865 * added dynamic selectboxes to custom element action settings in editor
866 * added "CE value" counter for custom elements (instead of "CE count")
867 * added option to use the last "CE value" after custom element change
868 * added option to use the "CE value" of other elements in CE actions
869 * fixed odd behaviour when pressing time orb in levels w/o time limit
870 * added checkbox "use time orb bug" for older levels that use this bug
873 * added missing configuration settings for the following elements:
874 - EL_TIMEGATE_SWITCH (time of open time gate)
875 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
876 - EL_SHIELD_NORMAL (time of shield duration)
877 - EL_SHIELD_DEADLY (time of shield duration)
878 - EL_EXTRA_TIME (time added to level time)
879 - EL_TIME_ORB_FULL (time added to level time)
882 * added "wind direction" as a movement pattern for custom elements
883 * added initial wind direction for balloon / custom elements to editor
884 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
887 * added parameters for "game of life" and "biomaze" elements to editor
890 * added level file chunk "CONF" for generic level and element settings
893 * uploaded pre-release (test) version 3.2.0-4 binary and source code
896 * skip empty level sets (with "levels: 0"; may be artwork base sets)
897 * added sound action ".page[1]" to ".page[32]" for each CE change page
900 * added image config suffix ".clone_from" to copy whole image settings
901 * fixed bug with invalid ("undefined") CE settings in old level files
904 * fixed graphical bug with smashing elements falling faster than player
907 * fixed major bug which prevented private levels from being edited
908 * fixed bug with precedence of general and special font definitions
911 * fixed graphical bug with player animation when player moves slowly
914 * uploaded pre-release (test) version 3.2.0-3 binary and source code
917 * fixed bug which prevented "global.num_toons: 0" from working
920 * major code cleanup (removed all these annoying "#if 0" blocks)
923 * added custom element actions for CE change page in level editor
926 * fixed music initialization bug in init.c (thanks to David Binderman)
927 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
928 (this bug must probably be fixed at other places, too)
931 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
932 (should be '#include <SDL.h>' instead)
935 * fixed bug which prevented "walkable from no direction" from working
936 (due to compatibility code overwriting this setting after loading)
939 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
942 * version number temporarily set to 3.1.1 (intermediate bugfix release)
943 * version 3.1.1 released
946 * changed some va_arg() arguments from 'long' to 'int', fixing problems
947 on 64-bit architecture systems with LP64 data model
950 * fixed bug with bombs not exploding when hitting the last level line
951 (introduced after the release of 3.1.0)
954 * added support for dumping small-sized level sketches from editor
957 * added recognition of "trigger element" for "change digged element to"
958 (this is not really what the "trigger element" was made for, but its
959 use may seem obvious for leaving back digged elements unchanged)
962 * fixed multiple warnings about failed joystick device initialization
965 * fixed bug with dynamite dropped on top of just dropped custom element
966 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
967 dynamite can still be dropped, but drop key must be released before
970 * fixed bug with wrong start directory when started from file browser
971 (due to this bug, R'n'D could not be started from KDE's Konqueror)
974 * fixed bug causing "change when impact" on player not working
975 * fixed wrong priority of "hitting something" over "hitting <element>"
976 * fixed wrong priority of "hit by something" over "hit by <element>"
979 * fixed graphical bug which caused the player (being Murphy) to show
980 collecting animations although the element was collected by penguin
983 * fixed two bugs causing wrong door background graphics in system.c
984 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
987 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
988 * added "no direction" to "walkable/passable from" selectbox options
991 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
992 * in tape autoplay, not only report broken, but also missing tapes
995 * uploaded pre-release (test) version 3.2.0-2 binary and source code
998 * fixed small bug with "linear" animation not working for active lamp
1001 * fixed bug with moving up despite gravity due to "block last field"
1002 * fixed small bug with wrong draw offset when typing name in main menu
1003 * when reading user names from "passwd", ignore data after first comma
1004 * when creating new "levelinfo.conf", only write some selected entries
1007 * fixed displaying "imported from/by" on preview with empty string
1008 * fixed ignoring draw offset for fonts used for level preview texts
1011 * fixed a delay problem with SDL and too many mouse motion events
1012 * added setup option "skip levels" and level skipping functionality
1015 * added move speed "not moving" for non-moving CEs, but with direction
1018 * fixed mapping of obsolete element token names in "editorsetup.conf"
1019 * fixed bug with sound "acid.splashing" treated as a loop sound
1020 * fixed some little sound bugs in native EM engine
1023 * fixed small bug when dragging scrollbars to end positions
1026 * added editor element descriptions written by Aaron Davidson
1029 * improved fallback handling when configured artwork is not available
1030 (now using default artwork instead of exiting when files not found)
1033 * fixed bug on level selection screen when dragging scrollbar
1036 * fixed bug which caused broken tapes when appending to EM engine tapes
1039 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1042 * added code to replace changed artwork config tokens with other tokens
1043 (needed for backwards compatibility, so that older tokens still work)
1046 * added native R'n'D graphics for some new EMC elements in EM engine
1049 * fixed some bugs in the EM engine integration code
1050 * changed EM engine code to allow diagonal movement
1051 * changed EM engine code to allow use of separate snap and drop keys
1054 * fixed some redraw bugs when using EM engine
1057 * fixed bug with not converting RND levels which are set to use native
1058 engine to native level structure when loading
1061 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1064 * version number set to 3.2.0
1067 * level data now reset to defaults after attempt to load invalid file
1070 * added use of "editorsetup.conf" for different level sets
1073 * added auto-detection for various types of Emerald Mine level files
1076 * fixed bug with scrollbars getting too small when list is very large
1079 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1082 * added most level editor configuration gadgets for new EMC elements
1085 * added more element and graphic definitions for new EMC elements
1088 * modified native EM engine to use integrated R'n'D sound system
1091 * added SDL support to graphics functions in native EM engine
1092 (by always using generic libgame interface functions)
1095 * fixed bug in frame synchronization in native EM engine
1098 * added code to convert levels between R'n'D and native EM engine
1101 * new Emerald Mine engine can now play levels selected in main menu
1104 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1105 (which creates scaled down graphics for level editor and preview);
1106 there's still a memory leak somewhere in the artwork handling code
1107 * added "scale image up" functionality to X11 version of zoom function
1110 * first attempts to integrate new, native Emerald Mine Club engine
1113 * fixed bug in gadget code which caused reset of CEs in level editor
1114 (example: pressing 'b' [grab brush] on CE config page erased values)
1115 (solution: check if gadgets in ClickOnGadget() are really mapped)
1116 * improved level change detection in editor (settings now also checked)
1117 * fixed bug with "can move into acid" and "don't collide with" state
1120 * fixed maze runner style CEs to use the configured move delay value
1123 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1126 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1127 * fixed the above fix because it broke level set "machine" (*sigh*)
1128 * fixed random element placement in level editor to work as expected
1129 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1132 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1135 * fixed bug (missing array boundary check) which caused broken tapes
1136 * fixed bug (when loading level template) which caused broken levels
1137 * fixed bug with new block last field code when using non-yellow player
1140 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1141 * internal change of how the player blocks the last field when moving
1142 * fixed blocking delay of last field for EM and SP style block delay
1143 * fixed bug where the player had to wait for the usual move delay after
1144 unsuccessfully trying to move, when he directly could move after that
1145 * the last two changes should make original Supaplex level 93 solvable
1146 * improved use of random number generator to make it less predictable
1147 * fixed behaviour of slippery SP elements to let slip left, then right
1150 * fixed bug with wrong door state after trying to quickload empty tape
1151 * fixed waste of static memory usage of the binary, making it smaller
1152 * fixed very little graphical bug in Supaplex explosion
1155 * version number set to 3.1.1
1158 * version 3.1.0 released
1161 * fixed bug with crash when writing user levelinfo.conf the first time
1164 * added option "convert LEVELDIR [NR]" to command line batch commands
1165 * re-converted Supaplex levels to apply latest engine fixes
1166 * changed "use graphic/sound of element" to "use graphic of element"
1167 due to compatibility problems with some levels ("bug machine" etc.)
1170 * fixed bug with CE change replacing player with same or other player
1173 * fixed bug with opaque font in envelope with background graphic when
1174 background graphic is not transparent itself
1177 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1178 * corrected original Supaplex level loading code to use these new ports
1179 * also corrected Supaplex loader to auto-count infotrons if set to zero
1182 * fixed bug with missing initialization of "modified" flag for GEs
1185 * fixed bug that caused endless recursion loop when relocating player
1186 * fixed tape recorder bug in "step mode" when using "pause before end"
1187 * fixed tape recorder bug when changing from "warp forward" mode
1190 * fixed bug with "when touching" for pushed elements at last position
1193 * fixed bug that caused two activated toolbox buttons in level editor
1194 * fixed bug with exploding dynabomb under player due to other explosion
1197 * fixed bug with creating walkable custom element under player (again)
1198 * fixed bug with not copying explosion type when copying CEs in editor
1199 * fixed graphical bug when drawing player in setup menu (input devices)
1200 * fixed graphical bug when the player is pushing an accessible element
1201 * fixed bug with classic switchable elements triggering CE changes
1202 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1203 * fixed crash bug when CE leaves behind the trigger player element
1206 * fixed bug with broken tubes after placing/exploding dynamite in them
1207 * fixed bug with exploding dynamite under player due to other explosion
1208 * fixed bug with not resetting push delay under certain circumstances
1211 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1212 * added network multiplayer code for Windows (thanks to Niko Böhm)
1215 * added option "reachable despite gravity" for gravity movement
1216 * changed gravity movement of most classic walkable and passable
1217 elements back to "not reachable" (for compatibility reasons)
1220 * fixed (removed) "indestructible" / "can explode" dependency in editor
1221 * fixed (removed) "accessible inside" / "protected" dependency
1222 * fixed (removed) "step mode" / "shield time" dependency
1225 * fixed dynabombs exploding now into anything diggable
1226 * fixed Supaplex style gravity movement into buggy base now impossible
1227 * added pressing key "space" as valid action to select menu options
1230 * added "replace when walkable" to relocate player to walkable element
1231 * added "enter"/"leave" event for elements affected by relocation
1232 * fixed "direct"/"indirect" change order also for "when change" event
1233 * fixed graphical bug when pushing things from elements walkable inside
1236 * fixed graphic bug when player is snapping while moving in old levels
1237 * fixed bug when a moving custom element leaves a player element behind
1238 * fixed bug with mole not disappearing when moving into acid pool
1239 * fixed bug with incomplete path setting when using "--basepath" option
1240 * moving CE can now leave walkable elements behind under the player
1241 * when relocating, player can be set on walkable element now
1242 * fixed another gravity movement bug
1245 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1248 * added "collectible" and "removable" to extended replacement types
1249 (where "removable" replaces "diggable" and "collectible" elements)
1250 * added "collectible & throwable" (to throw element to the next field)
1251 * fixed bug with CEs digging elements that are just about to explode
1252 * changed mouse cursor now always being visible when game is paused
1255 * added possibility to push/press accessible elements from a side that
1257 * fixed bug with not setting actual date when appending to tape
1260 * fixed bug with incorrectly initialized custom element editor graphics
1263 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1264 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1267 * fixed bug with destroyed robot wheel still attracting robots forever
1268 * fixed bug with time gate switch deactivating after robot wheel time
1269 (while the time gate itself is not affected by this misbehaviour)
1270 * changed behaviour of BD style amoeba to always get blocked by player
1271 (before it was different when there were non-BD elements in level)
1272 * fixed bug with player destroying indestructable elements with shield
1275 * added option to make growing elements grow into anything diggable
1276 (for the various amoeba types, biomaze and "game of life")
1279 * fixed bug with movable elements not moving after left behind by CEs
1280 * changed gravity movement to anything diggable, not only sand/base
1281 * optionally allowing passing to walkable element, not only empty space
1282 * added option "can pass to walkable element" for players
1283 * finally fixed gravity movement (hopefully)
1286 * fixed bug with movable elements not moving anymore after falling down
1289 * fixed another bug with custom elements digging and leaving elements
1290 * fixed bug with "along left/right side" and automatic start direction
1291 * trigger elements now also displayed when "more custom" deactivated
1292 * fixed bug with clipboard element initialized when loading new level
1293 * added option "drop delay" to set delay before dropping next element
1296 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1299 * added copy and paste functions for custom change pages
1300 * enhanced graphical display and functionality of tape recorder
1301 * fixed bug with custom elements digging and leaving elements
1304 * added move speed faster than "very fast" for custom elements
1305 * fixed bug with 3+3 style explosions and missing border content
1306 * fixed little bug when copying custom elements in the editor
1307 * enhanced custom element changes by more side trigger actions
1310 * added option "no scrolling when relocating" for instant teleporting
1311 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1314 * added trigger element and trigger player to use as target elements
1315 * added copy and paste functions for custom and group elements
1318 * fixed graphical bug when displaying explosion animations
1319 * fixed bug when appending to tapes, resulting in broken tapes
1320 * re-recorded a few tapes broken by fixing gravity checking bug
1323 * "can move into acid" property now for all elements independently
1324 * "can fall into acid" property for player stored in same bitfield now
1325 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1326 * version number set to 3.1.0 (finally!)
1329 * changed tape recording to only record input, not programmed actions
1332 * fixed totally broken (every 8th frame skipped) step-by-step recording
1333 * fixed bug with requester not displayed when quick-loading interrupted
1334 * added option "can fall into acid (with gravity)" for players
1335 * fixed bug with player not falling when snapping down with gravity
1338 * fixed bug which messed up key config when using keypad number keys
1341 * fixed bug which allowed moving upwards even when gravity was active
1342 * fixed bug with missing error handling when dumping levels or tapes
1345 * added different colored editor graphics for Supaplex gravity tubes
1348 * fixed bug that allowed solvable tapes for unsolvable levels
1351 * use unlimited number of droppable elements when "count" set to zero
1352 * added option to use step limit instead of time limit for level
1355 * added player and change page as trigger for custom element change
1358 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1361 * fixed bug with dark yamyam changing to acid when moving over acid
1362 * fixed handling of levels with more than 999 seconds level time
1363 (example: level 76 of "Denmine")
1366 * "spring push bug" reintroduced as configurable element property
1367 * fixed bug with missing properties for "mole"
1368 * fixed bug that showed up when fixing the above "mole" properties bug
1369 * added option "can move into acid" for all movable elements
1370 * fixed graphical bug for elements moving into acid
1371 * changed event handling to handle all pending events before going on
1374 * fixed bug which caused all CE change pages to be ignored which had
1375 the same change event, but used a different element side
1376 (reported by Simon Forsberg)
1378 * fixed bug which caused elements that can move and fall and that are
1379 transported by a conveyor belt to continue moving into that direction
1380 after leaving the conveyor belt, regardless of their own movement
1381 type; only elements which can not move are transported now
1382 (reported by Simon Forsberg)
1384 * fixed bug which could cause an array overflow in RelocatePlayer()
1385 (reported by Niko Böhm)
1387 * changed Emerald Mine style "passable / over" elements to "protected"
1388 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1390 * added new option to select from which side a "walkable/passable"
1391 element can be entered
1394 * added explosion and ignition delay for elements that can explode
1397 * fixed bug which caused player not being protected against enemies
1398 when a CE was "walkable / inside" and was not "indestructible"
1399 * added "walkable/passable" fields to be "protected/unprotected"
1400 against enemies, even if not accessible "inside" but "over/under"
1403 * corrected move pattern to 32 bit and initial move direction to 8 bit
1406 * added second custom element base configuration page
1409 * added some special EMC mappings to Emerald Mine level loader
1410 (also covering previously unknown element in level 0 of "Bondmine 8")
1413 * added option to block last field when player is moving (for Supaplex)
1414 * adjusted push delay of Supaplex elements
1415 * removed delays for envelopes etc. when replaying with maximum speed
1416 * fixed bug when dropping element on a field that just changed to empty
1419 * fixed bug: infotrons can now smash yellow disks
1420 * fixed bug: when gravity active, port above player can now be entered
1421 * removed "one white dot" mouse pointer which irritated some people
1424 * added "choice type" for group element selection
1427 * fixed bug with initial invulnerability of non-yellow player
1430 * added level loader for loading native Supaplex packed levels
1431 (including multi-part levels like the "splvls99" levels)
1434 * fixed bug which allowed creating emeralds by escaping explosions
1437 * custom elements can change (limited) or leave (unlimited) elements
1438 * finally added multiple matches using group elements
1439 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1442 * added new start movement type "previous" for continued CE movement
1443 * added new start movement type "random" for random CE movement start
1446 * added new element "sokoban_field_player" needed for Sokoban levels
1447 (thanks to Ed Booker for pointing this out!)
1450 * added elements that can be digged or left behind by custom elements
1453 * added group elements for multiple matches and random element creation
1456 * fixed some graphical errors displayed in old levels
1459 * fixed wrong double speed movement after passing closing gates
1462 * added level loader for loading native Emerald Mine levels
1465 * changes for "shooting" style CE movement
1468 * Happy New Year! ;-)
1471 * changed default snap/drop keys from left/right Shift to Control keys
1474 * fixed bug with dead player getting reanimated from custom element
1477 * fixed bug with wrong penguin graphics (when entering exit)
1480 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1483 * version number set to 3.0.9
1486 * version 3.0.8 released
1489 * added function checked_free()
1492 * fixed bug with double nut cracking sound
1493 (by eliminating "default element action sound" assignment in init.c)
1496 * fixed crash when no music info files are available
1499 * fixed boring and sleeping sounds
1502 * added "maze runner" and "maze hunter" movement types
1503 * added extended collision conditions for custom elements
1506 * added warnings for undefined token values in artwork config files
1509 * added menu entry for level set information to the info screen
1512 * fixed bug with wrong default impact sound for colored emeralds
1515 * added several sub-screens for the info screen
1516 * menu text now also clickable (not only blue/red sphere left of it)
1519 * added configurable "bored" and "sleeping" animations for the player
1520 * added "awakening" sound for player when waking up after sleeping
1523 * added "copy" and "exchange" functions for custom elements to editor
1526 * added configurable element animations for info screen
1529 * added configurable music credits for info screen
1532 * finally fixed tape recording when player is created from CE change
1535 * added "editorsetup.conf" for editor element list configuration
1538 * added "musicinfo.conf" for menu and level music configuration
1541 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1542 (that only showed up on Linux, but not on Windows systems)
1545 * fixed turning movement of butterflies and fireflies (no frame reset)
1546 * enhanced sniksnak turning movement (two steps instead of only one)
1549 * version number set to 3.0.8
1552 * version 3.0.7 released
1555 * fixed reset of player animation frame when, for example,
1556 walking, digging or collecting share the same animation
1557 * fixed CE with "deadly when touching" exploding when touching amoeba
1560 * fixed tape recording when player is created from CE element change
1563 * introduced "turning..." action graphic for elements with move delay
1564 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1565 * added turning animations for bug, spaceship and sniksnak
1568 * prevent "extended" changed elements from delay change in same frame
1571 * fixed bug when pushing element that can move away to the side
1572 (like pushing falling elements, but now with moving elements)
1575 * finally fixed serious bug in code for delayed element pushing (again)
1578 * unavailable setup options now marked as "n/a" instead of "off"
1579 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1580 to "true", levels are always played with the latest game engine,
1581 which is desired for levels that are imported from other games; all
1582 other levels are played with the engine version stored in level file
1583 (which is normally the engine version the level was created with)
1586 * fixed serious bug in code for delayed element pushing
1587 * fixed little bug in animation frame selection for pushed elements
1588 * speed-up of reading config file for verbose output
1591 * added configuration option for opening and closing Supaplex exit
1592 * added configuration option for moving up/down animation for Murphy
1593 * fixed incorrectly displayed animation for attacking dragon
1594 * fixed bug with not setting initial gravity for each new game
1595 * fixed bug with teleportation of player by custom element change
1596 * fixed bug with player not getting smashed by rock sometimes
1599 * version number set to 3.0.7
1602 * version 3.0.6 released
1605 * added support for MP3 music for SDL version through SMPEG library
1608 * fixed bug when initializing font graphic structure
1609 * fixed bug with animation mode "pingpong" when using only 1 frame
1610 * fixed bug with extended change target introduced in 3.0.5
1611 * fixed bug where passing over moving element doubles player speed
1612 * fixed bug with elements continuing to move into push direction
1613 * fixed bug with duplicated player when dropping bomb with shield on
1614 * added "switching" event for custom elements ("pressing" only once)
1615 * fixed switching bug (resetting flag when not switching but not idle)
1618 * fixed element tokens for certain file elements with ".active" etc.
1621 * version number set to 3.0.6
1624 * version 3.0.5 released
1627 * now four envelope elements available
1628 * font, background, animation and sound for envelope now configurable
1629 * main menu doors opening/closing animation type now configurable
1632 * active/inactive sides configurable for custom element changes
1633 * new movement type "move when pushed" available for custom elements
1636 * fixed bug in multiple config pages loader code that caused crashes
1639 * enhanced (remaining low-resolution) Supaplex graphics
1642 * version number set to 3.0.5
1645 * version 3.0.4 released
1647 2003-09-12 src/tools.c
1648 * fixed bug in custom definition of crumbled element graphics
1650 2003-09-11 src/files.c
1651 * fixed bug in multiple config pages code that caused crashes
1654 * version number set to 3.0.4
1657 * version 3.0.3 released
1660 * added music to Supaplex classic level set
1662 2003-09-07 src/libgame/misc.c
1663 * added support for loading various music formats through SDL_mixer
1665 2003-09-06 (various source files)
1666 * fixed several nasty bugs that may have caused crashes on some systems
1667 * added envelope content which gets displayed when collecting envelope
1668 * added multiple change event pages for custom elements
1670 2003-08-24 src/game.c
1671 * fixed problem with player animation when snapping and moving
1673 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1674 * fixed problem with flickering when drawing toon animations
1676 2003-08-23 src/libgame/sdl.c
1677 * fixed problem with setting mouse cursor in SDL version in fullscreen
1679 2003-08-23 src/game.c
1680 * fixed bug (missing array boundary check) which could crash the game
1683 * version number set to 3.0.3
1686 * version 3.0.2 released
1688 2003-08-21 src/game.c
1689 * fixed bug with creating inaccessible elements at player position
1691 2003-08-20 src/init.c
1692 * fixed bug with not finding current level artwork directory
1694 2003-08-20 src/files.c
1695 * fixed bug with choosing wrong engine version when playing tapes
1696 * fixed bug with messing up custom element properties in 3.0.0 levels
1699 * version number set to 3.0.2
1702 * version 3.0.1 released
1704 2003-08-17 (no source files affected)
1705 * changed all "classic" PCX image files with 16 colors or less to
1706 256 color (8 bit) storage format, because the Allegro game library
1707 cannot handle PCX files with less than 256 colors (contributed
1708 graphics are not affected and might look wrong in the DOS version)
1710 2003-08-16 src/init.c
1711 * fixed bug which (for example) crashed the level editor when defining
1712 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1713 (only set to default) -- invalid graphics now set to default graphic
1715 2003-08-16 src/init.c
1716 * fixed graphical bug of player digging/collecting/snapping element
1717 when no corresponding graphic/animation is defined for this action,
1718 resulting in player being drawn as EL_EMPTY (which should only be
1719 done to elements being collected, but not to the player)
1721 2003-08-16 src/game.c
1722 * fixed small graphical bug of player not totally moving into exit
1724 2003-08-16 src/libgame/setup.c
1725 * fixed bug with wrong MS-DOS 8.3 filename conversion
1727 2003-08-16 src/tools.c
1728 * fixed bug with invisible mouse cursor when pressing ESC while playing
1730 2003-08-16 (various source files)
1731 * added another 128 custom elements (disabled in editor by default)
1733 2003-08-16 src/editor.c
1734 * fixed NULL string bug causing Solaris to crash in sprintf()
1736 2003-08-16 src/screen.c
1737 * fixed drawing over scrollbar on level selection with custom fonts
1739 2003-08-15 src/game.c
1740 * cleanup of simple sounds / loop sounds / music settings
1742 2003-08-08 (various source files)
1743 * added custom element property for dropping collected elements
1745 2003-08-08 src/conf_gfx.c
1746 * fixed bug with missing graphic for active red disk bomb
1748 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1749 * extended variable "level.gravity" to "level.initial_gravity" and
1750 "game.current_gravity" to prevent level setting from being changed
1751 by playing the level (keeping the runtime value after playing)
1753 * fixed graphics bug when digging element that has 'crumbled' graphic
1754 definition, but not 'diggable' graphic definition
1757 * version number set to 3.0.1
1760 * version 3.0.0 released
1763 * various bug fixes; among others:
1764 - fixed bug with pushing spring over empty space
1765 - fixed bug with leaving tube while placing dynamite
1766 - fixed bug with explosion of smashed penguins
1767 - allow Murphy player graphic in levels with non-Supaplex elements
1771 * I have forgotten to document changes for some time
1774 * pre-release version 2.2.0rc1 released
1777 * version number set to 2.1.2
1780 * version 2.1.1 released
1783 * version number set to 2.1.1
1786 * version 2.1.0 released
1789 * version number set to 2.1.0
1791 2002-04-03 to 2002-05-19 (various source files)
1792 * graphics, sounds and music now fully configurable
1793 * bug fixed that prevented walking through tubes when gravity on
1795 2002-04-02 src/events.c, src/editor.c
1796 * Make Escape key less aggressive when playing or when editing level.
1797 This can be configured as an option in the setup menu. (Default is
1798 "less aggressive" which means "ask user if something can be lost"
1799 when pressing the Escape key.)
1801 2002-04-02 src/screen.c
1802 * Added "graphics setup" screen.
1804 2002-04-01 src/screen.c
1805 * Changed "choose level" setup screen stuff to be more generic (to
1806 make it easier to add more "choose from generic tree" setup screens).
1808 2002-04-01 src/config.c, src/timestamp.h
1809 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1810 automatically gets created by "src/Makefile" and contains an actual
1811 compile-time timestamp to identify development versions of the game).
1813 2002-03-31 src/tape.c, src/events.c
1814 * Added quick game/tape save/load functions to tape stuff which can be
1815 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1816 loads previously recorded tape and directly goes into recording mode
1817 from the end of the tape (therefore appending to the tape).
1819 2002-03-31 src/tape.c
1820 * Added "index mark" function to tape recorder. When playing or
1821 recording, "eject" button changes to "index" button. Setting index
1822 mark is not yet implemented, but pressing index button when playing
1823 allows very quick advancing to end of tape (when normal playing),
1824 very fast forward mode (when playing with normal fast forward) or
1825 very fast reaching of "pause before end of tape" (when playing with
1826 "pause before end" playing mode).
1828 2002-03-30 src/cartoons.c
1829 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1831 2002-03-29 src/screen.c
1832 * Changed setup screen stuff to be more generic (to make it easier
1833 to add more setup screens).
1835 2002-03-23 src/main.c, src/main.h
1836 * Various changes due to the introduction of the new libgame files
1837 "setup.c" and "joystick.c".
1839 2002-03-23 src/files.c
1840 * Generic parts of "src/files.c" (mainly setup and level directory
1841 stuff) moved to new libgame file "src/libgame/setup.c".
1843 2002-03-23 src/joystick.c
1844 * File "src/joystick.c" moved to libgame source tree, with
1845 correspondig changes.
1847 2002-03-22 src/screens.c
1848 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1849 (Wrong level series information displayed when entering main group.)
1851 2002-03-22 src/editor.c
1852 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1854 2002-03-22 src/editor.c
1855 * Changed behaviour of "Escape" key in level editor to be more
1856 intuitive: When in "Element Properties" or "Level Info" mode,
1857 return to "Drawing Mode" instead of leaving the level editor.
1859 2002-03-21 src/game.c, src/editor.c, src/files.c
1860 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1861 gems (emeralds, diamonds, ...) slipping down from normal wall,
1862 steel wall and growing wall (as in E.M.C. style levels). Although
1863 the behaviour of contributed and private levels wasn't changed (due
1864 to the use of "level.game_version"; see previous entry), editing
1865 those levels will (of course) change the behaviour accordingly.
1867 This change seems a bit too hard after thinking about it, because
1868 the EM style behaviour is not the "expected" behaviour (gems would
1869 normally only slip down from "rounded" walls). Therefore this was
1870 now changed to an element property for gem style elements, with the
1871 default setting "off" (which means: no special EM style behaviour).
1872 To fix older converted levels, this flag is set to "on" for pre-2.0
1873 levels that are neither contributed nor private levels.
1875 2002-03-20 src/files.h
1876 * Corrected settings for "level.game_version" depending of level type.
1877 (Contributed and private levels always get played with game engine
1878 version they were created with, while converted levels always get
1879 played with the most recent version of the game engine, to let new
1880 corrections of the emulation behaviour take effect.)
1882 2002-03-20 src/main.h
1883 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1884 compiling the SDL version on some systems.
1885 Thanks to the several people who pointed this out.
1888 * Version number set to 2.0.2.
1891 * Version 2.0.1 released.
1893 2002-03-18 src/screens.c
1894 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1896 2002-03-18 src/files.c [src/libgame/misc.c]
1897 * Moved some common functions from src/files.c to src/libgame/misc.c.
1899 2002-03-18 src/files.c [src/libgame/misc.c]
1900 * Changed permissions for new directories and saved files (especially
1901 score files) according to suggestions of Debian users and mantainers.
1902 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1904 2002-03-17 src/files.c
1905 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1906 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1907 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1908 for levels and "TAPE" for tapes). Old "cookie" style format is
1909 still supported for reading. New level and tape files are written
1912 * New IFF chunk "VERS" contains version numbers for file and game
1913 (where "game version" is the version of the program that wrote the
1914 file, and "file version" is a version number to distinguish files
1915 with different format, for example after adding new features).
1917 2002-03-15 src/screen.c
1918 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1919 (Before, you heard a mixture of the in-game music and the
1920 hall-of-fame music.)
1922 2002-03-14 src/events.c
1923 * Function "DumpTape()" (files.c) now available by pressing 't' from
1924 main menu (when in DEBUG mode).
1926 2002-03-14 src/game.c
1927 * "GameWon()": When game was won playing a tape, now there is no delay
1928 raising the score and no corresponding sound is played.
1930 2002-03-14 src/files.c
1931 * Changed "LoadTape()" for real chunk support and also adjusted
1932 "SaveTape()" accordingly.
1934 2002-03-14 src/game.c, src/tape.c, src/files.c
1935 * Important changes to tape format: The old tape format stored all
1936 actions with a real effect with a corresponding delay between the
1937 stored actions. This had some major disadvantages (for example,
1938 push delays had to be ignored, pressing a button for some seconds
1939 mutated to several single button presses because of the non-action
1940 delays between two action frames etc.). The new tape format just
1941 stupidly records all device actions and replays them later. I really
1942 don't know why I haven't solved it that way before?! Old-style tapes
1943 (with tape file version less than 2.0) get converted to the new
1944 format on-the-fly when loading and can therefore still be played;
1945 only some minor parts of the old-style tape handling code was needed.
1946 (A perfect conversion is not possible, because there is information
1947 missing about the device actions between two action frames.)
1949 2002-03-14 src/files.c
1950 * New function "DumpTape()" to dump the contents of the current tape
1951 in a human readable format.
1953 2002-03-14 src/game.c
1954 * Small tape bug fixed: When automatically advancing to next level
1955 after a game was won, the tape from the previous level still was
1956 loaded as a tape for the new level.
1958 2002-03-14 src/tape.c
1959 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1960 tape, cartoons did not get completely removed because
1961 StopAnimation() was not called.
1963 2002-03-13 src/files.c
1964 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1965 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1966 size even when using 16-bit elements). Added new chunk "CNT2" for
1967 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1968 chunk even when content was 16-bit element). "CNT2" should now be
1969 able to store content for arbitrary elements (up to eight blocks of
1970 3 x 3 element arrays). All "CNT2" elements will always be stored as
1971 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1973 2002-03-13 src/files.c
1974 * Changed "LoadLevel()" for real chunk support.
1976 2002-03-12 src/game.c
1977 * Fixed problem (introduced after 2.0.0 release) with penguins
1978 not getting killed by enemies
1980 2002-02-24 src/game.c, src/main.h
1981 * Added "player->is_moving"; now "player->last_move_dir" does
1982 not contain any information if the player is just moving at
1984 Before, "player->last_move_dir" was misused for this purpose
1985 for the robot stuff (robots don't kill players when they are
1986 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1987 broke tapes when walking through pipes!
1988 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1989 in a continuous movement. This fact is ignored for friends and